Modding Q&A [For Quick Questions and Answers]

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For some reason icons wont change in game when I edit them in the party_templates and the module_icons.py There all id'd and spelt correctly in relation to their models, all lowercase with underscores. What am I missing?
 
Yeah, first time I tried editing icons I was just redefining them in .txt files, so I got instant gratification. Oh well though this is more time consuming it allows for more customization. Thanks somebody!
 
Somebody said:
mnf_enable_hot_keys in the game menus.

That's what I thought... This is what I did:
    "castle_besiege",mnf_scale_picture|mnf_enable_hot_keys,

The only way I get it to work is to edit the text file.  I'm gettin' frustrated, to tell the truth.  I had no problems with MB, and I don't understand what's wrong here.

Thanks for reply,
TA
 
ScreamingCommie said:
So whenever I add new ID's in the ID_Items.py The new entries are deleted, does there need to be an accompanying item in the module_items.py?

You don't need to edit that file, because all files starting with ID are automatically generated. They are generated base on what is inside module_ files.
In your case, you need to edit only module_items.
 
Hello people,

I just have a quick question. does the "effective against shield"  can be applied to specific ammo (bolt/arrows)

Do you have an idea to make firearrows/bolt more effective against shield while using vanilla ranged weapons ?

Thanks
 
Somebody said:
Technically they are already effective in that they can penetrate shields.

I meant i want to set up special  itp_ flag so some arrows can break shield more effectively than other, or some bolts can cause people to knockout for example.
 
There anyway to decompile a .txt file back to its python file? Something like kto's tool for warband. My partner did all the item, troop, faction, and party modding in txt files before I signed on, and i would like to put all those edits in the module data without having to re type everything.
 
How would someone go about defining a skiil, such as strength, above 30?

I know it's located in header_troops, I'm just unsure about how to make the entry.

str_31 =  bignum | 0x0xxxxxx

figured it out
 
As you probably know all header files are set to read-only for a good reason - not only if there a limiting factor in compilation speed given the extensive size of imported headers, there is also a hash generated by the compiler which disables Steam Achievements and Wedding cutscenes if you modify those files to any extent.
Code:
skills = [
...
  ("ironflesh","Ironflesh",sf_base_att_str,10,"Each point to this skill increases hit points by +2. (Personal skill)"), 
  ("str_31","Strength, above 30",sf_base_att_str,30,"This is a reserved skill giving you 30 strength."), 
  ("reserved_15","Reserved Skill 15",sf_base_att_str|sf_inactive,10,"This is a reserved skill."), 
  ("reserved_16","Reserved Skill 16",sf_base_att_str|sf_inactive,10,"This is a reserved skill."), 
  ("reserved_17","Reserved Skill 17",sf_base_att_str|sf_inactive,10,"This is a reserved skill."), 
  ("reserved_18","Reserved Skill 18",sf_base_att_str|sf_inactive,10,"This is a reserved skill."), 
]
Code:
  ("game_get_skill_modifier_for_troop",
   [(store_script_param, ":troop_no", 1),
    (store_script_param, ":skill_no", 2),
    (assign, ":modifier_value", 0),
    (try_begin),
      (eq, ":skill_no", "skl_wound_treatment"),
      (call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_wound_treatment_reference"),
      (gt, reg0, 0),
      (val_add, ":modifier_value", 1),
    (else_try),
      (eq, ":skill_no", "skl_trainer"),
      (call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_training_reference"),
      (gt, reg0, 0),
      (val_add, ":modifier_value", 1),
    (else_try),
      (eq, ":skill_no", "skl_surgery"),
      (call_script, "script_get_troop_item_amount", ":troop_no", "itm_book_surgery_reference"),
      (gt, reg0, 0),
      (val_add, ":modifier_value", 1),
    (else_try),
      (eq, ":skill_no", "skl_str_31"),
      (store_attribute_level, ":modifier_value", ":troop_no", ca_strength),
      (val_div, ":modifier_value", 30),
    (try_end),
    (set_trigger_result, ":modifier_value"),
    ]),
Code:
      (ti_on_agent_spawn, 0, 0, [],
      [
        (store_trigger_param_1, ":agent_no"),
        (agent_get_troop_id, ":troop_no", ":agent_no"),
        (store_skill_level, ":skill", "skl_str_31", ":troop_no"),
        (val_mul, ":skill", 30),
        (store_agent_hit_points, ":hp",":agent_no", 1),
        (val_add, ":hp", ":skill"),
        (agent_set_max_hit_points, ":agent_no", ":hp", 1),
        (agent_set_hit_points, ":agent_no", 100, 0),
      ]),

      (ti_on_agent_hit, 0, 0, [],
      [
        (store_trigger_param_2, ":agent_no"),
        (agent_get_troop_id, ":troop_no", ":agent_no"),
        (store_skill_level, ":skill", "skl_str_31", ":troop_no"),
        (val_mul, ":skill", 30),
        (store_trigger_param_3, ":damage"),
        (val_add, ":damage", ":skill"),
        (set_trigger_result, ":damage"),
      ]),
Code:
  # Consuming food at every 14 hours
  (14,
   [
    (eq, "$g_player_is_captive", 0),
    (party_get_num_companion_stacks, ":num_stacks","p_main_party"),
    (assign, ":num_men", 0),
    (try_for_range, ":i_stack", 0, ":num_stacks"),
      (party_stack_get_size, ":stack_size","p_main_party",":i_stack"),
      (party_stack_get_troop_id, ":troop_no", "p_main_party",":i_stack"),
      (store_skill_level, ":skill", "skl_str_31", ":troop_no"),
      (val_mul, ":skill", 30),
      (val_add, ":skill", 1),
      (val_mul, ":stack_size", ":skill"),
      (val_add, ":num_men", ":stack_size"),
    (try_end),
    (val_div, ":num_men", 3),
    (try_begin),
      (eq, ":num_men", 0),
      (val_add, ":num_men", 1),
    (try_end),
...
 
To put it boldly. I understand the achievements, but whats up with cutscenes? Is it on purpose?
 
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